Theteorite

I'm a little late to the party, but I'll be making a game called Theteorite, with the original art by Isaac Wong. I reached out to him on Twitter and he graciously let me use the cartridge and the logo in the game. Thanks Isaac!

I'm imagining a Super Meat Boy like precision platformer with a dash attack mechanic. I'm hoping to target Winnitron, so the game will hopefully run at a silky smooth 60 fps in glorious 1080p high definition. (well, glorious 1080p/2 scaled up to fit 1080p resolution...)

I'll be basing the story off of a Google Translation of the Japanese blurb that Isaac wrote. I could get an actual translation from him, but we both agree that it will probably be funnier not to. I think I'm going to run all my english through an English to Japanese translator, then back through a Japanese to English translator to keep that early Nintendo poorly translated text feel (I am error!)

I'm using HaxeFlixel and will be targetting native Windows. I can make an HTML5 build also, but it will be missing the cool dynamic lighting and shader stuff I want to do (until the next version of HaxeFlixel is released and HTML5 shaders are supported!!)

So far I've got the player movement down, with jumps, wall jumps, double jumps and dashes implemented. I think I've got the feel of the movement down. If you want to try it out, a build is here: http://codingadventure.net/html5/Theteorite/ You can jump around, repeatedly kill a demon bat purple triangle and generally get a feel for the controls. I'd appreciate any feedback.